Aetheria/Assets/Shaders
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens bdb45f6521 Cut 5: hold the rim, clamp v, fix fracture's clock, tune to spec
R7 (operator ruling): the panel's emitters hold its edge, so the rim is no
longer a free surface. Deletes the openW ghost term end to end -- its only
consumer in ShieldSim.compute's Laplacian, and the accumulation loop in
TilingBuilder that built it -- rather than zeroing it at runtime. A broken
cell's own faces are untouched (KWaveStep's per-edge `solid` check already
treats a broken/ungrown neighbour as free), so the dicing cascade survives.

D9: v was unclamped while u was, so a hard hit drove v far past what one
substep's u-clamp could absorb, pinning u in compression indefinitely (the
measured collapse above energy ~60). Added `_VelClamp` and clamp v to it
every substep in KWaveStep, exposed as ShieldPanel.velocityClamp (100).

D10: KFracture dispatched once per frame but read `_Dt` still holding the
substep dt from the wave loop, so damage and temper erosion accrued at
1/substeps of the intended rate. Fracture's clock is the frame it settles
once per, not the substep, so it now gets the frame dt -- one line, not the
five-extra-dispatches-per-panel alternative (dispatch count is the measured
per-panel cost at up to 12 live panels).

D15: zero-init BuildLine's output struct so the compute compiler's dataflow
analysis stops flagging every branch as a potential non-initializer.

Tuning (ShieldPanel.cs Material header): tensileStrength 0.9->0.2,
temperErosion 2.2->12, damageGain 6->100, breakAt 0.75->0.08,
storedEnergyGain 0.8->1 -- makes a solid hit dice a local cluster around
impact, a weak hit leave nothing, and repeated weak hits erode temper
substantially without breaking anything outright.

Adds ShieldPanelCut5Verify (batchmode probe, same pattern as Cuts 1-3):
pins monotonic peak tension against energy (no D9-style collapse), solid
vs. weak hit outcomes, temper erosion under repeated sub-critical hits,
breaks clustering at the impact rather than the rim (R7), and a broken
cell's neighbours breaking more often than distant cells (the cascade).
D9 and D10 mutations were manually reverted and confirmed to fail their
respective checks; R7's reintroduced-rim mutation did not reliably fail
the cluster check within this probe's energy/step budget -- noted as a
known gap rather than papered over.

The map's own operator-level check ("repeated hits on the same spot break
through on a later hit than the first") is left to play: a closing hit
landed after several prior weak hits on one live panel instance measured
a materially lower peak tension than the same energy against a fresh
panel, a reproducible multi-hit interaction this cut did not chase to
ground.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:04:05 +02:00
..
Brushes Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Compute Cut 5: hold the rim, clamp v, fix fracture's clock, tune to spec 2026-09-18 20:04:05 +02:00
CustomDoF Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Raymarching Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
StableFluids Keep Fluid's int2 alias, pointed at CultMath 2026-09-14 18:03:32 +02:00
Terrain Unity 6 Upgrade + Solid Gravity Surface 2025-07-10 21:05:54 +01:00
AdditiveUI.shader Title Screen 2020-03-26 02:49:09 +00:00
AdditiveUI.shader.meta Title Screen 2020-03-26 02:49:09 +00:00
AdditiveUIDetail.shader Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
AdditiveUIDetail.shader.meta Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
AdditiveUIScreenSpaceDetail.shader Energy & Heat 2020-12-27 22:18:22 +00:00
AdditiveUIScreenSpaceDetail.shader.meta Energy & Heat 2020-12-27 22:18:22 +00:00
Asteroid.shader Boundless 2022-07-21 21:40:44 +01:00
Asteroid.shader.meta Performance Optimization 2022-07-19 18:55:17 +01:00
Background.shader Weapos Rejiggered 2021-01-31 03:52:32 +00:00
Background.shader.meta Fancy Background Shader 2020-03-25 02:22:44 +00:00
Brushes.meta Initial ARPG Port 2020-11-27 22:47:33 +00:00
Clouds.shader Weapos Rejiggered 2021-01-31 03:52:32 +00:00
Clouds.shader.meta Generating and Displaying Zones 2020-03-29 04:19:24 +01:00
Compute.meta Stardust 2020-12-04 01:53:23 +00:00
CustomDoF.meta In Game Input Screen 2021-05-08 07:35:16 +01:00
Dither Functions.cginc Playability 2022-08-08 22:43:55 +01:00
Dither Functions.cginc.meta Initial ARPG Port 2020-11-27 22:47:33 +00:00
DitheredParticles.shader Fix Dithered Particle Shader 2022-07-13 06:10:54 +01:00
DitheredParticles.shader.meta Initial ARPG Port 2020-11-27 22:47:33 +00:00
GalaxyMap.shader Game Loop Galaxy Integration 2021-03-15 11:40:46 +00:00
GalaxyMap.shader.meta Old Aetheria Code 2020-03-09 01:28:55 +00:00
GaussianBlurFilter.shader Hit Detection 2021-01-08 12:44:10 +00:00
GaussianBlurFilter.shader.meta Hit Detection 2021-01-08 12:44:10 +00:00
GlowFade.shader Boundless 2022-07-21 21:40:44 +01:00
GlowFade.shader.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
Influence.shader Main Menu 2021-03-13 03:23:58 +00:00
Influence.shader.meta Sector Map: Areas of Influence 2021-03-12 08:11:55 +00:00
InfluenceUI.shader Demo Hotfixes 2021-05-02 20:59:45 +01:00
InfluenceUI.shader.meta Demo Hotfixes 2021-05-02 20:59:45 +01:00
Isolines.shader First Flight 2020-12-22 03:13:43 +00:00
Isolines.shader.meta Copy Aetheria Code 2020-02-27 18:51:07 +00:00
IsolinesUI.shader Playability 2022-08-08 22:43:55 +01:00
IsolinesUI.shader.meta Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
MaskedUIBlur.shader Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
MaskedUIBlur.shader.meta Database Inspector Features 2020-12-12 00:02:00 +00:00
MaskedWorldSpaceAdditiveUI.shader Game Loop Galaxy Integration 2021-03-15 11:40:46 +00:00
MaskedWorldSpaceAdditiveUI.shader.meta Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
MaskedWorldSpaceUI.shader Game Loop Galaxy Integration 2021-03-15 11:40:46 +00:00
MaskedWorldSpaceUI.shader.meta Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
MirrorField.shader Shields 2025-01-30 01:58:05 +00:00
MirrorField.shader.meta Playability 2022-08-08 22:43:55 +01:00
PackFloat.cginc NEW CLOUDS NEW CLOUDS NEW CLOUDS WHOOO 2022-07-10 02:53:09 +01:00
PackFloat.cginc.meta NEW CLOUDS NEW CLOUDS NEW CLOUDS WHOOO 2022-07-10 02:53:09 +01:00
Particle Standard Unlit.shader Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
Particle Standard Unlit.shader.meta Menu Screen + UI Restyle 2020-12-14 02:56:35 +00:00
Raymarching.meta Initial ARPG Port 2020-11-27 22:47:33 +00:00
Shield.shader Nebula Lighting Everywhere + Perspective Distortion Fix 2022-07-16 06:42:40 +01:00
Shield.shader.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
StableFluids.meta Unified Volumetric Flow 2022-07-17 05:27:50 +01:00
StretchedSkybox.shader Boundless 2022-07-21 21:40:44 +01:00
StretchedSkybox.shader.meta Boundless 2022-07-21 21:40:44 +01:00
Terrain.meta Hotfix 2021-05-29 13:59:09 +01:00
TMP_SDF.shader Action Bar (WIP) 2021-04-18 05:13:20 +01:00
TMP_SDF.shader.meta Action Bar (WIP) 2021-04-18 05:13:20 +01:00
ViewNormalEmissive.shader New Inventory System + Overhaul 2020-12-10 23:20:38 +00:00
ViewNormalEmissive.shader.meta New Inventory System + Overhaul 2020-12-10 23:20:38 +00:00
ViewNormalEmissiveGlowFade.shader Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
ViewNormalEmissiveGlowFade.shader.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
Volumetric.cginc Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Volumetric.cginc.meta Volumetric Redux 2021-05-30 05:54:28 +01:00